{
  "$type": "site.standard.document",
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    "uri": "at://did:plc:dxjzgxe7cvirxkwfjr2tjspt/app.bsky.feed.post/3mg5lzhscprp2"
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  "path": "/t/march-2026-monthly-wip-screenshot-thread/49428#post_1",
  "publishedAt": "2026-03-01T19:19:47.000Z",
  "site": "https://hub.jmonkeyengine.org",
  "tags": [
    "[[https://www.youtube.com/watch?v=7WfU3u3Okr8"
  ],
  "textContent": "Hi everyone,\n\nI published a video on my channel just to have some fun with something stimulating, and I ended up writing a **custom debug shader** to visualize the bone weights of a 3D model in **jMonkeyEngine**.\n\nIf you work with skeletal animation, skinning, or complex rigs, understanding exactly how each bone influences the mesh is essential — and this shader lets you see everything clearly in real time.\n\nWith the latest release, **jME-3.9.0** , I also added new features to the `ArmatureDebugAppState` class, making the debugging workflow much more intuitive and efficient.\n\nIn the video you’ll see:\n\n  * How the bone-weight debug shader works\n  * How to interact with the armature using the new selection tools\n  * A practical overview of how to integrate this debugging setup into your jME projects\n\n\n\nThe source code is available at the end of the video.\n\nIf you’re interested in animation debugging in jME, I hope you find it useful!\n\n[[https://www.youtube.com/watch?v=7WfU3u3Okr8]]\n\n",
  "title": "(March 2026) Monthly WIP Screenshot Thread"
}